Probably is better to explain what I want in term of simulation and ask for the better way to achieve that.
I have an object with a cylindrical hole and another object that has a cylindrical shape. The second object should be able to rotate and translate through the hole.
Since the first object is non-convex, my idea was to make the first one with a primitive shape and add as a child the shape with the hole. Then nest two joints and add as a child the second object, the one with the cylindrical shape. The dynamic shape of the first object and the second object are respondable and dynamically enabled. Of course, the respondable masks of the two don't overlap in order to avoid a collision. In the end, my first try is:
Code: Select all
Primitive_shape1_dyn
|- Convex_shape (First object with a cylindrical hole)
|- Revolute_joint
|- Prismatic_joint
|- Primitive_shape2_dyn (Second object with a cylindrical shape)
Of course, this doesn't work because, as you said, I cannot have a joint right inside another one.